Advanced gameplay system

ABSTRACT

The present invention enhances the player&#39;s gameplay visual, feedback and other experiences by taking advantage of optical adapters, feedback mechanics, advancements in theatrical audio, frame rate throttle, meta-file object framework for storage and retrieval, calibration advancements, vocal command enhancements, voice object lookups, facial/body scan, color/clothing coordination, party or celebration capabilities, noise cancellation, interactive object placement, heart rate monitor, pan-tilt-zoom camera advances, cooperative gameplay advances and programming advancements.

CROSS-REFERENCE TO RELATED APPLICATIONS

This application claims the benefit of U.S. Provisional PatentApplication No. 61/354,312, filed on Jun. 14, 2010. The subject matterof the earlier filed application is hereby incorporated by reference inits entirety.

FIELD OF THE INVENTION

The present invention is related to mechanical and software enhancementsmade in developing a gameplay system based on a controller-lessenvironment, particularly in the use of multiple hardware feedback andcontrol components, optics and object-based development processescharacterized in the context of a perceptual field of view. Softwareadvancements are made in the areas of motion detection and modeling aswell as image, audio and video storage and retrieval formats.

Concurrent art related to the current invention describes specifichardware apparatuses used to produce a gameplay environment based on theperceptual field of view as well as feedback mechanisms utilizingprogrammable interfaces to compressed air modules. The current inventiondescribes processes used to enable the components which make up theperceptual angle of view model. Through this enablement, the currentinvention provides a mechanism to enhance the player's experience byproviding the ability to immerse the player in an expanded view angleand series of feedback mechanisms.

BACKGROUND OF THE INVENTION

Current console-based gameplay systems provide several hardware andsoftware components which are enumerated here:

Controller units—one or more hand-held game controller units used tocontrol a character or other object in a game. The controller is used tosend signals and commands to the game console. These commands, in turn,are translated into commands sent to the game. Example commands includeobject movement and actions such as shooting, strumming, jumping,swimming, punching, kicking, skiing, balancing, running, etc. Inaddition to these, commands are sent to the console using the controllerto make game selections, retrieve statistics, save games, load games,choose clothing, body and face settings, etc. In some cases, controllerunits can be used to receive feedback from the console based on gameplaywhich includes vibration and audio signals as a means to enhance theplayer's experience.

Console unit—a device used to read the game software as well as read thecommands from one or more controllers, display the game on a screen.Current media systems receive the video and audio signals from thegameplay console and deliver them to their respective devices such asvideo projection systems, video screens and one or more speakers.

Camera unit—a device which is not required, but provides additionalfeedback to the console unit as well as adding the ability for a playerto personalize the game they are playing.

Game software—a software program which displays game objects to theplayer through the console and to the display device, sends audiosignals to the audio device as well as interfacing with the playerthrough the controller. In cases of warning a player, for example, anaudio and vibrating signal can be sent to the controller when theircharacter is being hit. The software, in this case, may also use somevisual on-screen indicator to further warn the player. In this instance,the player could use the controller to turn the character in thedirection of the opponent, and apply a particular action to ward off theopponent. This requires movement of the fingers and eyes to move thecharacter in the direction of the opponent and fend them off.

Video, image and audio storage formats—the binary organization of audioand image data forms the proprietary format of the files used forplayback and storage.

Touch-screen gameplay—much like the controller-less gameplay, using thehands or fingers, gameplay is controlled by manually manipulating iconsand avatars on a touch screen.

Controller-less gameplay—the ability to play a game without a controllerat all where the controller is based on the hand, arm, leg and bodymovements made by one or more players. Motion detection equipment of theinstant invention converts motion, hand and facial signals, includingeye movement, into the characteristic movements and actions of an objectwithin a game. This is referred to as a controller-less gameplayenvironment.

SUMMARY OF THE INVENTION

Current gameplay systems are devoid in the manner of expanded view angleand certain feedback mechanisms which naturally express themselves in acontroller-less gameplay environment. A perceptual field of view can beconstructed using an array of one or more flat screens, projectorscreens or the walls of a media room using a peripheral angle of viewprojection adapter. FIG. 1 and FIG. 2 show side and top representationsof the view angle provided to the player using a state-of-the-artprojector and screen combination. In this example, the top view angleprovided is approximately 25 degrees. This is a very limited experienceto the player and requires little action on the player's part tointeract with the game.

The present invention employs a method of utilizing a perceived angle ofview by providing a programming environment for one or more air cannons,motion sensors, audio centers, video tracking devices, andmultidimensional screens. This expands the depth and dimensions of thegameplay arena by utilizing a perceptual field of view model (PFVM)within a controller-less gameplay environment, feedback mechanisms, suchas compressed air cannons, microphone, speakers and independent screencoordinates which are programmed outside of the normal range oftraditional game programming. This requires a calibrated system whererelative world coordinate systems could mesh with gameplay coordinatesystems beyond a single screen. Eye, hand and body motion trackingdevices could be used as well as devices which process audio commandsand logic devices capable of negotiating command gestures based onsignals and projected angles of response. In the case of amultidimensional tracking environment, these projected command gesturesand controls could be responded to over a network of camera and motiontracking devices programmed to respond in a unified manner.

Beyond the use of audio commands, an embodiment of the current inventionhas the ability to detect and interpret specific body and hand motionsto interact with the game system either by issuing one or more commands,making system changes, or retrieving one or more items out of thesystem's storage unit that the avatar within the game may use or performassociated actions.

The perceptual field of view model is based on measurements made of anaverage human field of view. FIG. 3, FIG. 4, and FIG. 5 represent theaverage human field of view from the back, front and top, respectively.The fields of view from the top and side vantage points areapproximately 120 degrees. Even if a camera system is set to a 45 degreefield of view, this limits the gameplay environment to more than half ofthe available field of view of real world exposure which could beexperienced by the average human player.

Because of the advancements of the current invention, there are severalmeaningful directions which can be taken. Taking the concept further, apreferred embodiment of the current invention may involve a series ofsingle and multiple (present or not) player combinations, severaladvancements in optical and computer-aided technologies for the purposeof making gameplay more realistic without the use of a controller, aswell as a series of devices used for character interaction, control,feedback and for the purpose of enhancing the perception of the one ormore subjects during the gameplay experience while maintaining alow-level of cost and complexity for the user or manufacturer.

These include the following:

Optical adapter—a portion of the current invention is the use of anoptical adapter which enhances the visual perception of the player FIG.6 and FIG. 7. This adapter could fit over a standard video projectionlens and could extend the projected space above, below and out the sidesof the player's peripheral video. The result of the advancements in theoptical system is shown in FIG. 8 and FIG. 9 where the screen surroundsthe player in either the front and sides or the front, sides andoverhead. Current games, such as first person shooters, limit the playerto a flat screen and have no way of satisfying the player's peripheralangle of vision. When a player looks around them, they want to see theirenvironment all around them—not the edges of a screen. Without usingequipment attached to the player's body, an advanced optical projectiontechnology can be used as described below. In other embodiments,additional equipment can be used to support such functionality asfurther described below.

Feedback advancements—current games provide visual indicators to theplayer when they are being hit. This is generally accompanied by thecontroller vibrating. In the current invention, instead of turning theplayer's avatar in the direction of the visual indicator, the playercould turn to the left or the right (above, below or behind them) in thedirection of the attacker. This further eliminates the need for acontroller, but follows the player's (one or more) motion(s) as shown inFIG. 10. Overhead attackers or opponents could be situated on gantries,in air planes, buildings, flying overhead or towering above them. Theplayer could turn in the direction of the opponent(s), and in the caseof a shooting match, could fire his weapon in the direction of theopponent (height and direction). When the player turns their body, theirability to fire at an attacker is extended well beyond the flat screenbut off to the side, above or behind them. In addition to this, withoutthe vibrating feedback from the controller, a small, but silent,compressed air signal can be released to further indicate the locationof the attacker. In this manner, the player is immersed in a true3-dimensional arena at a very low cost.

Motion dictates system action—the system receives a sequence of motionimages which result in a lookup into the system's storage unit withinthe context of the game being played and results in a command deliveredto the game system, producing a change, such as an object appearing inthe avatar's hands or an action, such as super-strength being used. Anexample of this is shown in FIG. 11 where a boy is shown making a motionas if holding a bazooka, and FIG. 12 shows the corresponding result onthe screen in the game where the boy's avatar is holding a bazooka andpointing it in the same direction the boy is pointing.

Theatrical audio—multiple speakers could be programmed to furtherenhance the one or more players' experiences. For example, if anattacker appears to the left side of the one or more players, thespeakers on the left side of the room could be used to produce a soundwhich could warn the one or more players. They could react to the soundby turning to the left to face the attacker.

Frame rate throttle—synchronizing multiple cameras and increasing thevideo capture frame rate based on a particular gameplay in a peripheralview model is described. For example, if a player has intricate moveswhich need to be captured, the single or multiple cameras can beprogrammed by the game software to increase the frame capture toreal-time. Normal game movements can be captured using normal framerate.

Meta-file object framework—a media framework file format of the instantinvention is used to contain the media data and other objects to form arobust architecture necessary to deliver the streaming data andcommunication protocols necessary for the multi-dimensional video,audio, image and non-media data as shown in FIG. 13.

Calibration advancements—green screen measurement in 3D can be used tocalibrate the peripheral view. This insures that the tracking system,targeting system, one or more player positions and the angles which theone or more players respond to targets are aligned in thethree-dimensional model.

Vocal command enhancements—voice recognition is used to command the unitto retrieve game statistics and system or game configurations from thesystem's storage unit for a given game or collection of games.

Voice object lookups—voice recognition and a storage unit objectdictionary is used to announce additional scene objects such as a bat(physical or on the screen).

Facial/body scan—the camera capture unit has the ability to scan theface and/or body of the player into the game for full immersion. Thedigitized player acts as the game avatar.

Color/clothing coordination—the unit also has the ability to determinethe type and color of the clothing used by the player and cancorrespondingly produce the same styles and colors on the screen withthe player's avatar. In addition, different teams can have coordinatingattire regardless of their location. For example, a certain jersey canbe used in a cooperative sport and appears on the screen for all playerson that team.

Party or celebration—players can add elements onto a screen which theycan configure to coordinate with their party or celebration items. Forexample, if they have a room with balloons, cake and other partydecorations, the system can either shoot the room as a mirror image orextend the appearance of the room by adding coordinating objects in thevirtual room.

Noise cancellation—there are times which noise from the feedback systemneeds to be ignored by the command receiver. This is done by providingnoise cancellation logic in the system when the feedback system is beingused.

Interactive object placement—the player has the ability to announce theexistence of additional objects and place them in a particular positionon the screen by pointing at the object and then the place where theplayer wants the object positioned and oriented.

Heart rate monitor—a heart rate monitor will be used to measure theplayer's heart rate. This can be used to slow a particular game down orspeed it up to maintain a particular heart rate. This can also be usedto measure the approximate number of calories being burned.

Pan-tilt-zoom advances—capabilities of the camera to follow playermotion during gameplay will include the pan-tilt-zoom controls capableby the camera. Advances in this area will be used to enable new gameexperiences.

Cooperative gameplay advances—multiple players, either local or over anetwork, interact with each other based on a given relationship to eachother in either the same room or another room across the network.

Programming advancements—games could be written to make use of theadvancements in the hardware. This could include the multiple screens,the one or more motion and feedback systems, the camera frame ratethrottle, the optical augmentation apparatus, the theatrical audiosystem, motion simulation and extension, motion translation to commands,motion translation to adding and removing objects in the game, as wellas cooperative and other multi-player aspects of a game.

Time-to-rest notification—either by determining that the person has beenplaying too long by a timer, an average score keeping element orparental control, the game system can either remind the player that theyhave been playing too long, need a rest and allow the player to savetheir progress, or halt the game completely for a given rest period.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 shows an overhead-mounted projector illuminating an image on aprojection screen.

FIG. 2 shows an overhead-mounted projector illuminating an image on aprojection screen.

FIG. 3 represents the average human field of view from the back wherethe width and height is approximately 120 degrees.

FIG. 4 represents the average human field of view from the side wherethe height is approximately 120 degrees.

FIG. 5 represents the average human field of view from the top where thewidth is approximately 120 degrees.

FIG. 6 shows the projection adapter core shown from the front.

FIG. 7 shows the projection adapter core shown from the side.

FIG. 8 shows an embodiment of the current invention display unit with aplayer standing in the system as well as showing the pixel detail of thescreen.

FIG. 9 shows an embodiment of the current invention display unit with aplayer standing in the system and the system having an upper screensituated over the player's head.

FIG. 10 represents a preferred embodiment of the current inventionfeedback system which includes a servo mechanism to provide up and downmovement, a servo for side to side movement, an air chamber and aircannon for air blasts, a microphone, a speaker, a scent delivery system,a motion tracking module, and a camera.

FIG. 11 shows a player holding a pretend bazooka in his hands.

FIG. 12 represents the avatar corresponding to the player in FIG. 11holding a bazooka and using it in the same manner as the player.

FIG. 13 represents the file format components and storage arrangementused to encode the video and meta-data components of the video game.

FIG. 14 represents the components of the current invention and theirrelationship to each other.

FIG. 15 shows the processing steps taken for the game program based onthe screen.

FIG. 16 shows an over-head representation of the advanced field of viewprojection system with the camera, speakers, feedback units andeffective waveforms used to enhance the gameplay experience.

FIG. 17 represents the high-level process logic made in utilizing manyof the aspects of the current invention.

FIG. 18 represents the physical structure of the advanced gameplaysystem.

FIG. 19 represents an example network architecture of the advancedgameplay system.

FIG. 20 represents the first of two parts of an alternate embodiment ofthe physical structure of the advanced gameplay system.

FIG. 21 represents the second of two parts of an alternate embodiment ofthe physical structure of the advanced gameplay system.

DETAILED DESCRIPTION OF THE INVENTION

Referring to FIG. 1, a projector 101 (used in a conventional system 100,not fully shown) sends a projected image having an upper bound 102 and alower bound 104 described by a vertical angle of view 103 to a receivingscreen 105. The arc of the angle of view 103 varies with the settingswithin the projector limited by the candle output and lens construction.This is an example of the limited height of the field of view presentedusing a projector in a modern system. Overhead-mounted projection allowsthe player to position themselves under the projection path withoutproducing a shadow on the projection screen.

Referring now to FIG. 2, the projector 201 (used in a conventionalsystem 200, not fully shown) sends a projected image having an leftbound 202 and a right bound 204 described by a horizontal angle of view203 to a receiving screen 205. The arc of the angle of view 203 varieswith the settings within the project limited by the candle output andlens construction. This is an example of the limited width of the fieldof view presented using a projector in a modern system. Overhead-mountedprojection allows the player to position themselves under the projectionpath without producing a shadow on the projection screen.

Referring now to FIG. 3, a player has the ability to view a much widerand higher angle of view than most projection systems output. A player301 has the ability to view an upward vertical area 302, for example,without moving the head 301, seeing well beyond the border 303 of aregular display screen (used in a system 300 of the instant invention,not fully shown).

Referring now to FIG. 4, a player 402 has the ability to view an upwardvertical area 401 and a corresponding lower area described by an angle403 which is much greater than the height of a given screen 404 (used ina system 400 of the instant invention, not fully shown).

Referring now to FIG. 5, a player 501 has the ability to view an lefthorizontal area 502 and a right horizontal area 503 described by anangle 504 which is much greater than the width of the screen 505. Thisgives the player 501 the ability to have sight of, for example,opponents overhead, to the front and/or to the sides 506, for example,which cannot be displayed on screen 505 (used in a system 500 of theinstant invention, not fully shown).

Referring now to FIG. 6, the sending component of the current inventionwhere light and image data for the purpose of projection are transmittedthrough a lens adapter 601 (which may be an optical adapter) andmultiple facets 602. These facets 602, which can be constructed ofglass, mirrors, plastic, metal, and the like, are responsible forprojecting the video images onto a receiving screen at angles wellbeyond the modern projection capabilities (used in a system 600 of theinstant invention, not fully shown).

Referring now to FIG. 7, the outer body of the projector video adapter700 is shown. The adapter 700 is composed on a lens connector and lensfilter 701 as well as an upper facet set 702 and a lower facet set 703of the lens adapter 601. The upper facet 702 and lower facet 703 as wellas right and left side facets emit a video signal using enhanced poweradapters and increased lighting capability.

Referring now to FIG. 8, an alternate embodiment of the currentinvention shows a half-circular screen 801 with a player 804 standinginside of the screen 801. The walls of the screen 801 are around theplayer 804 so that the game surrounds the player 804 from all sides.Details of the pixels 802 which make up the screen 801 are shown as 803.The electrical and video connections between the screen 801 and aninstant system (not fully shown) are shown in 805. In this embodiment,the lens adapter and projector may not be used (used in a system 800 ofthe instant invention, not fully shown).

FIG. 9 shows another embodiment of the current invention where a screen902 has a top screen 901 which covers the player 903 overhead andprovides additional game interactivity. The screen 902 is connected tothe instant system (not fully shown) and electricity represented by 904(used in a system 900 of the instant invention, not fully shown).

Referring to FIG. 10, the unit 1000 rests on a moving platter 1001 whichis positioned by a vertical servo 1004 providing vertical motion 1007and a horizontal servo 1003 providing horizontal motion 1008 used totrack the movements of one or more players using a motion detector 1022and camera 1010 tethered by a control wire 1011. The motion detector1022 is held in a casing 1013 which is connected to a motor 1014,providing feedback to the servo motor 1005 through a control wire 1015.The servo motor 1005 sends and receives position signals to and from thevertical servo 1004 and horizontal servo 1003.

A replaceable scent cartridge, also 1014, is connected to a scentemitter 1012 which can spray a various number of scents into the room.For example, if the player is experiencing a wooded area, an evergreenscent can be delivered based on program settings within the game.

The air cannon 1012 can also be programmed to release varying levels ofcompressed air based on a game experience. The air cannon 1012 isconnected to the air chamber 1002 which is controlled by a computer chipinside of 1005.

The units described are supported by a mounting bracket 1011 which alsosupports the microphone 1021 and speaker 1017 and speaker wire 1018.

The unit rests on a mounting platform 1006 which can be connected to awall, a table, the floor or a speaker in the room. Based on the powerlevels set within the system, it is best to have the unit mounted to atable or on a wall.

The unit is further connected to a computer for receiving programsettings by a wire(s) 1020 that are attached to the instant system (notfully shown).

The current invention makes use of input devices such as one or morecameras and motion detection apparatuses to detect player movementswhich symbolize the addition or use of one or more devices within thecontext of a game.

Referring to FIG. 11, the player 1101 within a play area 1100 hoists andrests a pretend bazooka on his arm while holding the trigger 1102 andaiming the gun in a particular direction 1103. The bazooka has a handleat the base with a trigger and a handle at the nose used for aiming theunit at the given target.

Referring now to FIG. 12, the game 1200 shows the player's avatar 1201holding a realistic bazooka by the trigger 1202 and pointing the gun inthe same direction 1203 which is determined by the player. The bazookashows the two handles which are imitating the player's use of the unit.

Combining FIG. 11 and FIG. 12 in a gameplay environment shows therelationship of how the players' motions are interpreted on the screenas motion instructions for an avatar within the context of the givengame in accordance with an embodiment of the instant application.

Referring now to FIG. 13, the example 1300 shows the operation ofstoring the gameplay file, transmitting the gameplay file, andrepresenting it on the screen. The gameplay file encoder 1310 collectsthe interactive objects 1301, the binary codes 1302, the media objects1303, the author objects 1304, the user objects 1305, timing objects1306, licensing and security objects 1307, error concealment objects1308 and prioritization and scalability objects 1309 into one fileobject 1311. This format provides the ability to store and retrieve thecomplex interactive media objects used for the game, game attributes, aswell as other components used by the one or more players as well as theobjects and actions used by the player and their effects within the gamein accordance with an embodiment of the instant application.

The sending service 1312 sends the deliverable container 1311 to the oneor more storage objects 1315 while the one or more receiving services1313 receive a retrieved deliverable content 1311 from the one or morestorage objects 1315 to one or more receiving player or interactiveobject/console 1314. In this manner, the content is shown to the user orplayer.

Referring now to FIG. 14, 1400 represents the components of the currentinvention and their relationship to each other. Under the displaysection 1401 of the current invention, the perceptual angle of viewmodel 1402, calibration advancements 1403, optical advancements 1404,projection advancements 1405, and other functionality 1401 related tothe display (such as touch-screen elements or borderless screenelements, and the like 1406) are noted and collected together in thedisplay category 1401. Several other topics are shown under the system1407, user controls 1414, feedback 1420 and programming 1425 componentheadings.

Related to the display category, is the system section 1407. Themulti-player system aspects 1408, frame rate throttle 1409, body/facialscanning 1410, color coordination 1411 and heart rate monitoring 1412elements of the system fall into this section. The system 1407 is aportion of the architecture of the game system and is located in thegame console as both software and hardware. As another embodiment of theinstant invention, even though the system 1407 may reside in the systemconsole, the system may also reside as one or more componentsdistributed across a network and may be accessed across that network bythe system console.

Other functionality 1413 related to the system 1407 (such as upgradeservice handlers, hardware connection modules, and the like 1413) arenoted.

Related to the system section 1407, is the user control advancements1414 of the instant invention. The voice recognition aspects 1415,object addition 1416, team coordination 1417, and action additioncapabilities 1418 and other elements 1419, such as object and actioneditors, fall into this section.

Related to the user control category 1414, is the feedback section 1420.The noise cancellation 1421, system attachments 1422 which include theair cannon, microphone, etc., and the camera and motion control items1423, as well as other elements such as global positioning systems, mapsand alarm components 1424 of the feedback system fall into this section.

Finally, the programming aspects 1425 of the system architecture includethe perceptual angle of view software logic 1426, the multi-playerprogram elements 1427 as well as other elements 1428 related to each ofthe previous sections such as guidance systems, network modules and thelike.

Referring now to FIG. 15, 1500 represents the processing steps taken forthe game program based on the screen type in which the game is projectedor displayed. The game software used to process the logic needed todisplay one or more visual objects on the one or more screens resides inthe game console and could produce the one or more images to display onone or more screens by determining the physical arrangement of theattached one or more screens or optical adapters described in the one ormore alternate embodiments of the instant invention. In addition to theembodiment of the multi-screen logic game software residing within thelocal game console, this software could be located on a network nodeconnected to the game system either through a wired or wirelessconnection.

A particular embodiment of the current invention could receive anindicator from the one or more display units, screens or projectorand/or optical adapters to determine the number, dimensions andarrangement of the screens or one or more walls which could be availableto present the one or more images to the one or more players.

For example, if the screen is a multi-screen or multi-faceted screen,different logic paths are taken than for a simple flat screen. Inaddition to this, logic is required to scale the capabilities of thesystem back for a single screen so that the multi-screen capabilitiesare not used when the one or more receiving display units may not becapable of receiving the data.

Images and game logic within the software of the game console couldreceive one or more video settings 1502 which dictate how the gamesoftware manages the output to the one or more facets and how thehardware receives the one or more facets and produces the output to theone or more displays. The one or more video settings 1502 are receivedby the model generation component 1503 which produce the image framesand sprite animations necessary for the given output channel.

If the output type is a projection 1504 where the image is transformedin a projection attachment, the image from the projection 1504 is passedto one of either the single facet game process option 1510 or themulti-facet game process option 1506. If the output type is not aprojection 1504, the image data is passed to one of either themulti-screen process option 1516 or the single screen processing option1511. If the image data is displayed using a projected image against amulti-facet receiver 1501, the output is generated for each facet andrepeated while the game play indicator 1508 shows that the game is notdone. As each facet is received, the process is repeated from 1506 to1508 until the game finished indicator 1508 is done. At the point whenthe game done indicator 1508 is set, the process is stopped 1509.

If the output type is a projection 1504 but is not a multi-facetreceiver or the output type is not a projection 1504 but a single screenoutput 1514, both output types are handled using the single screenprocessing receiver 1511. The output is generated using the singlescreen processing receiver 1511 and repeated while the game playindicator 1512 shows that the game is not done. As each image isreceived, the process is repeated from 1510 to 1512 until the gamefinished indicator 1512 is set. At the point when the game doneindicator 1512 is set, the process is stopped 1513.

If the output type is an array of screens 1514 where the images aredelivered as multiple facets 1516, each facet is delivered to anindividual screen processor 1517 for that given facet. This is repeatedfor each facet 1516 where the game done setting 1518 is false. Once allof the facets for a single iteration have completed processing, the stepis repeated from 1515 and then each facet in the iteration is processedfrom the facet counter 1516, using the single screen process receiver1517 until the game play done indicator 1518 is set to true. Once thegame play done indicator is set to true, the process is stopped 1519.

Referring now to FIG. 16, an over-head representation of the advancedfield of view projection system 1600 with cameras, speakers, feedbackunits and effective waveforms used to enhance the gameplay experience isdepicted. The player 1601 is shown in the center, but the player can belocated any where in the room and the system 1600 can support as manyplayers as desired.

The example embodiment of the current invention makes use of severaladvancements in technology in the system. As described previously, theprojector 1602 transmits one or more images to the screen or walls asshown in FIG. 8 by the curved wall 801 or FIG. 9 by the overhead 901 andcurved wall 902, which surrounds the one or more players 1601. Speakersand feedback systems 1607-1614 are noted in multiple positionssurrounding the one or more players 1601 and distributed in this exampleas a surround sound system where 1613, by example only, denotes thesub-woofer and corresponding feedback unit. Recall the feedback systemis shown in FIG. 10 of the present invention. The waveform signals 1615surrounding the one or more players denote the responding air blastsfrom the air cannons, shown in FIG. 10 as reference number 1009, orsounds from the speaker system 1607-1614. Waveform signals may also beemitted from the one or more players 1601 and picked up by the one ormore microphones as part of the feedback systems 1607-1614. Cameras1603-1606 are used to track the one or more player motions, receivemotion commands, detect target ranges, help in calculating trajectorypressure, and scan player information into the system. The camera 1604,by example only, is located above and just behind the player 1601looking down. All devices, wired or wireless, are connected to a gameconsole.

FIG. 17 represents the high-level process logic made in utilizing manyof the aspects of the current invention in a one or more playerembodiment 1700. Gameplay begins 1701 where the option is made by theone or more players to either turn on the game learning mode or not 1702by one or more motion instructions, or turned on automatically one thegame starts. In the diagram, the one or more players are shown in thecenter of the play area, but one or more players can be any where in theroom and can have as many players in the room as desired and can, again,be expanded by network connections to one or more other one or moreplayer gameplay sessions.

The game software used to process the ability to add, remove and changecertain aspects of the one or more motion or audio instructions as aportion of the learning mode of the game system may reside within thegame console and could store and/or retrieve the one or more motion oraudio instructions within the game console, but also could reside on anetwork node connected to the game system either through a wired orwireless connection.

If the game learning mode 1702 is turned on 1703, the game softwaredetects the player's motion or audio messages 1704 by use of the motiondetection, camera and audio recording equipment described in FIG. 10 asa microphone 1021 referred to 1012, 1010 and 1021 and defines thespecified motions as game commands by converting the one or more motionsmade by one or more players and comparing the one or more motions withexisting motion instructions in the system storage unit which isconnected to the game console or attached to the system over a networkconnection later described in FIG. 18 referring to number 1804, 1808 and1807, as example only.

In the manner described, a motion instruction is added to the gamesystem's storage unit by first having the game learning mode turned on.This is performed by either a predetermined, pre-stored motioninstruction made by the player or an audio command. For example, by theplayer waving their hand in front of the screen, the motion detectionunit senses the motion, the camera captures the motion, the game systemreceives the motion images and compares them to images stored in thesystem storage unit, performs a match on the data analyzed from theimages and searches for a match. In this example, the match is made toturning the learning mode on in the system. Once the match is made, thegame learning mode is switched on and the player can begin adding,editing or removing audio and motion instructions.

Alternatively, an audio command can also be issued by the player. Thisaudio command is received by the game system microphone, matched againsta storage unit of pre-recorded audio commands, and, if a match is found,performs the command. In this case, the command is to start the system'slearning mode. Once the match is found, the learning mode begins and theplayer can begin to add, remove or edit motion instructions or audiocommands.

Once the learning mode is on, the system repeatedly learns the physicalmovements of a player or group of players and provides on-screen lists,for example, of items, tasks, or other actions the player may wish thegame system to produce or perform. In the example described in FIG. 11and FIG. 12, the player makes a motion to hoist a bazooka and, eventhough the player may not physically have a bazooka in their possession,the bazooka appears and is hoisted by the avatar on the player's screen.In this example, the player makes a motion to hoist a gun. The playermay stagger, as an example, due to the weight of the imaginary gun. Oncethe game system captures the motion, compares the information itreceives from the motion, and either finds one or more matches, or noneat all, it presents either the player's avatar performing the intendedone or more commands or, for example, a list of possible one or morecommands the player may be interested in having the avatar or systemperform.

In addition to a single avatar performing one or more commands, themotion or audio commands could set off a series of one or more commandsor reactions within one or more avatars, other players, objects as wellas object, players, avatars, etc. which are not even appearing on thescreen yet.

At the point where the player is presented with a list, for example, ofchoices for the related motion or audio instruction, the player canchoose the resulting action, item, etc. from the list presented to them,or they can choose additional levels of detail which could provide themwith many more choices, if desired. In this manner, a motion or audioinstruction produces a motion result, where the motion result can be anyof one or more actions, items or another motion/position change. Forexample, a single command or motion could be issued by one or moreplayers to contact all teammates for a game session. The system, forexample, could attempt to contact each teammate, by text, email, phonecall, system notification, etc. to organize the gameplay and couldsatisfy the requirements for the game by substituting in virtual playersuntil the real players joined.

Once the player makes a selection from the list, for example, the motioninstruction may be reviewed so that the player can confirm the motioninstruction and the motion instruction with the resulting motion resultis stored in the system storage unit. This motion instruction can bemade private, public or it can be stored in a collection or it can besent to a server which can allow other players to purchase and/ordownload the associated motion instruction for their own game. Theplayer also has the ability to make a motion instruction editable byanother player or fixed so that players using the motion instructioncould use the instruction for its original intent.

Motion instructions also have the ability to be modified by the one ormore players and re-associated with other one or more motion results ifthe one or more players desire. To do this, the player could use auniversal motion or audible instruction to open the motion instructioneditor. They could then form the motion or audible command so that thesystem could retrieve the motion instruction and associated motionresult from the storage unit, for example. At this point, the playercould have the opportunity to either change the motion instruction andoverwrite the existing one, delete it or copy it to another motioninstruction. The player could also have the ability to modify, remove orchange the motion result. Once the player has finished making theirchanges to the motion instruction, the motion instruction is stored inthe game console storage unit.

In order to modify, add to or remove one or more existing motion oraudible instructions, either in full or partial, the instruction must beeither selected by the player from a list, for example. To do this, theplayer could review a list of instruction text or images on the screenand select one or more of them by using, for example, a series of one ormore motions to select the one or more instructions. This could be doneby hand motion, audible command, finger motion, touch screen, using apen, or any other method. Once the one or more instructions have beenselected, the player may choose one or more actions that can be takenupon the one or more instructions. In this case, these could include themodification or removal or one or more full or partial portions of oneor more instructions. For example, in the case of the bazooka scenario,the player may want to add to the motion when they act like they arelifting a bazooka, they could immediately fire it at an opponent once ithas been aimed and then the bazooka is put away because the player doesnot want to carry it around with them. In this case, the player wouldadd the motion of aiming, firing and putting the bazooka away to thealready existing instruction which shows the avatar lifting the bazookawhen instructed to do so. In this manner, the player would have theability to save over the existing instruction, create a new copy of one,as well as transmit it, for example, over the network, for other playersto use it.

The game system of the current invention also provides range flexibilitywhich allows the user to produce a motion instruction within a range ofmotions, motion speeds and direction and generalizes the motions itdetects and associates with the storage unit the related motion result.In this manner, the player is not required to produce the motioninstruction in the same position or orientation as the motioninstruction was originally created; so there is not reason to memorizethe exact position, orientation, speed and range of motion of theoriginal motion instruction. This range flexibility covers the playerbeing, in the case of the football scenario, a left-handed orright-handed thrower, their head being back or cocked in a certaindirection, as well as many other positions and motions so that there area large number of potential motions which fall into the rangeflexibility window however, these are not infinite. This being said,there are specific motions which could be as subtle as a glance or aturn, for example, by the player to “fake” a pass or a pass' direction,etc. and the player and system could be aware of these nuances so thatthe system can compensate for the differences required to retrieve theassociated motion result from the game system's storage unit.

Restrictions, based on the game system, may also be in place where theplayer may not have what they want until a certain level has beenachieved or a certain amount of virtual money is available to spend.This restriction is dictated by the game author and it tied to the arrayof potential items, actions, or motions available for the player tochoose from. For example, a player may have just started a game and theywant a super-cannon they could use to overwhelm their opponents.However, the game author has locked this item until a particular levelby the player has been achieved.

The player has the opportunity to add, modify and remove these motioninstructions stored or to be stored in the game console or remote serverby associating the physical movements with the commands or actions inthe game. These commands and motion sequences or audio messages 1704 arestored in the advanced meta-file object format 1705 in the systemstorage unit, shown in FIG. 13 as 1315, FIG. 18 as either 1807 or 1809,or FIG. 19 within the console 1907, the one or more servers 1907 or theconsole 1908. Further player motion sequences or audio messages 1704 areinterpreted as the associated commands or actions by performing storageunit searches using signatures from the audio or command instructionsand searching for comparative data which could result in a match againstthe given audio or command instruction in the game console or networkstorage unit.

When the player turns off the game learning mode 1706, either by anaudio or motion command or when it automatically turns off, normalgameplay begins 1707.

If the game learning mode 1702 is not turned on 1708 by the one or moreplayers, either by an audio or motion command, normal gameplay begins1707. If audio or motion instructions are performed during gameplay anda match is not found in the system for the audio or motion command, thenthe motion or audio command is ignored by the system.

If the one or more audio or motion instructions are intended to have oneor more responses by the system console, the game learning mode can beswitched on by a given command and can be added to the game systemstorage unit at any time.

As gameplay progresses, the game software in the game console orreceived across the network to the game console, as an example only,either presents the one or more players with targets 1709 which can befired upon or receives commands from the one or more players 1713. Thesetargets are produced by the game software running on the game console.The one or more players can fire at the one or more targets by, as anexample, moving their hands back and forth in a shooting motion. Thisshooting motion is interpreted by the game system as a motioninstruction and, taking in consideration the angle and timings of theone or more motions, can hit or miss the targets and show the one ormore results to the one or more players on the screen as they “fire”upon the one or more targets.

During the time that the game software presents the one or more targetsto the one or more players 1709, the game software tracks the one ormore players' positions 1710. If the one or more targets in this examplehave the ability to fire at the one or more players, the game softwarereads and analyzes the target type, its capabilities, and “fires” 1711upon the one or more players using the one or more air cannons, forexample, as depicted in FIG. 10 referring to number 1009 and/or otherdevices shown in FIG. 10 to simulate a gun or cannon, etc. firing on theone or more players in battle. The player, in turn, responds to the oneor more target attacks 1712 by moving their hands at the targets in ashooting motion.

In the described example, the game software, stored in either a local orremote game console, either by disk, chip, drive, memory, etc., would beaccessed to react to motion commands in a method similar to thefollowing description. As a hypothetical, simplified example, fiveaircraft could be flying over the one or more player's heads. Theaircraft may, for example, appear on the ceiling portion of the screen,as shown in FIG. 5 as 506 or FIG. 9 as 901. The aircraft could beshooting at the one or more players on the “ground” at, for example, 45degree angles. Since the aircraft are moving at a certain velocityrelative to the one or more players' velocities, the angles of each ofthe one or more players' devices, such as bazookas, aircraft, etc., mustbe considered in the mathematical calculation necessary to simulate a“hit” either by the approaching aircraft or the one or more players. Inaddition to the vertical and horizontal angles, multiple velocities ofthe one or more players, the velocities and capabilities of the one ormore “guns”, including their corresponding firepower and damagecapabilities, the damage to and around units in the area must beconsidered, for example. In this way, a “hit” made by the one or moreplayers on the approaching aircraft would be achieved if the angle ofthe aircraft, the aircraft speed, the player speed, angle of theprojectile, and the speed of the one or more projectiles “meet”, forexample, at a particular point.

Regardless of how the game software receives the commands from theplayer 1713, the game software receives the commands either by a wiredor wireless controller 1714, touch screen commands 1715, audio messages1716 or motion sequences 1717 and attempts to interpret the command(s)as stored or not 1718.

If the command is not stored, it is considered a player move or otherresponse 1720 and the game software displays the results of the actions1721. For example, if a player is walking and they turn a corner, theavatar on the screen can perform the same motion, but this is simplydone by the gameplay system monitoring and mimicking the player on thescreen. This is not handled in the same way in the system as a playerdrawing back to throw a virtual football to an open wide receiver. Eventhough the avatar could walk through a city, for example, and certainthree-dimensional graphical models of the city could be generated by thegameplay system, as well as the avatar looking like they are moving, itdoes not require a lookup in the gameplay storage unit to determine themotion result of a motion which instigates a new gameplay result, forexample, the first time the player, as a quarterback in a game, receivesand throws the football. Subsequent plays made by the player in thecontext of the game are expected to be playing as a quarterback until anew motion instruction is received by the system.

Other motions are ignored altogether. As an example, if the player hasinstructed the avatar to make a particular move which takes, forexample, a few minutes, the player has the opportunity to get a drink ofwater. The motions made by the player to get a drink of water or to restare not recorded in the system as a gameplay motion and these are, inessence, ignored by the system. In a scenario where a player is playinga football game, for example, the player could snap the ball and throwit to a receiver. Once the ball has been thrown by the quarterback, theplayers' motions could be ignored by the system as control is now givento the other players which include a potential receiver and potentialtacklers. If the receiver catches the ball and gets tackled and thegameplay ends for the given down, the motion of the other players can beignored. In addition, in this scenario, the receiving player, if real,can be virtually tackled by a player remotely located and connected tothe game through a network connection. In the case when this takesplace, the player playing as the receiver may still be standing in theirroom, but their avatar on the screen is lying on the ground with severaltacklers on top of him. This picture is shown on the screens of allplayers (and/or observers of the gameplay).

There is also a point where the game software derives a random outcomeand advances play in the direction of that outcome. At this point, allmotion made by other real players is ignored by the system and picked upagain when a motion instruction or other interactive play segmentbegins.

There could also be times during gameplay where a slight variation of a“known” move is made by one or more players. In this case, the systemmay ask the one or more players what they are intending to do and maypresent the ability for the one or more players to attach a motionresult to the suspected motion instruction or to ignore the instruction.If they wish to add the move to the system as a new or appended motioninstruction, they may have the ability to do this and it may be storedin the game system storage unit. If the one or more players notify thegame system that the move was really an already existing motioninstruction, for example, the one or more players may have theopportunity to connect the move to an already existing one or moremotion instructions so that the game system may interpret both of themoves as a single motion instruction. In this manner, the system mayhave the ability to characterize particular motions and when a motionlies outside of the range of these characteristics, the player may havethe opportunity to notify the game system of their intent.

For example, a player playing as a quarterback in a football game couldbe trying to fake a thrown to a receiver by dropping the ball behindthem before throwing it and then catching it with their other hand andtossing it to another player. Since the real player does not necessarilyhave a ball, the system could determine that their left hand, forexample, is being placed behind their back in a very unusual position.At this point, the game system could determine that the motion is new byreceiving the motion data from the camera and motion detector, comparingthe motion data with the system's storage unit, checking if the motiondata already exists in the system. If the system does not find this setof moves within the storage unit, it could prompt the one or moreplayers on the screen if this is a special move. If it is, the playercould perform many tasks or simply ignore the prompt. For example, theplayer could agree that this is a new motion instruction. In this case,the player would see the prompt on the screen, for example, and react toit by performing an audio of motion instruction. In this way, the systemcould, for example, receive the instruction and show a series on one ormore menu items on the screen. The one or more menu items could beanswered by the one or more players on the screen. In this case, thisnew move could be given a name, posted to the one or more players'storage units as well as shared over the network and stored in a storageunit which could be accessed by other players or another one or moreplayers storage units, such as a team.

Again, in the described example, the motion instruction could be storedand shared by the one or more players publicly or privately amongthemselves for their team to utilize.

Beyond this, the subsequent motions, such as tossing the ball to theleft or the right to another player could be captured and handledaccordingly instead of throwing the ball as normal.

If the command is stored 1722 and found by the console softwarecomparing the one or more player audio or motion command signatures tothe one or more motion instruction records stored in the system storageunit, the game software retrieves the one or more items or enables theactions' capabilities associated with the stored command 1723 signaturewhich is found in the database (storage unit). The result is presentedto the player on the display unit 1721 by either presenting the itemassociated with the audio or motion instruction or by showing the avataron the screen producing the movement associated with the audio or motioninstruction found in the database record.

If the gameplay is finished 1724, the gameplay ends 1725, otherwise, itcontinues 1707.

The processes used to relate the motion instructions to the resultingitems or commands in the game system are described in FIG. 18 where amotion instruction is captured by the camera system 1801, transformingthe motion into a motion sequence, sending the motion sequence to themotion detection unit 1802. The motion detection unit 1802 converts themotion sequence into one or more motion packets, transforming the motionpackets into edge points, sending the edge points to the motion logiccomponent 1803. The motion logic component 1803 receiving the edgepoints, forming a database query made up of the edge points, sending thedatabase query to the database logic component 1804 where the databasequery is run against the database 1807, the database logic component1804 receiving the query results from the database 1807, sending theresults to the response handler 1805. The response handler 1805,receiving the results of the database query from the database logiccomponent 1804, either prompts the player for more information,receiving the one or more responses from the player and/or sending theresults of the motion instruction and/or the results of the playerprompts to the significance learning module 1806. The significancelearning module, receiving the information from the response handler1805, stores the motion instruction and result in the database 1807.

In addition, each of the nodes described in FIG. 18 could be located ina single or multiple nodes, each of these being located either locallywithin the game system or outside of the game system on a networkdevice, disk, chip, etc. over a wired or wireless connection.

At any time, the player may ask the system to store or retrieveadditional motion instructions and/or updates from a network 1808 whichis connected to a remote database 1809 which may include connectionsfrom many other players having the same ability to store and retrievemotion instructions and/or updates. The system can include a set ofmotion or audio instructions and can be updated from a server based onthe universal instruction lists as well as motion instructions for aparticular game the player has purchased. These updates can be made bysystem developers and may also be made by other players. In this manner,motion or audible instructions are not limited to players or systemdevelopers. The associated audio or motion instructions could beprovided, for example, by professional quarterbacks. These could beuploaded, as an example, to a remote server and made available toplayers. Motion instructions which may appear to override custom motioninstructions that the player has already produced on their system mayresult in a prompt which the player can answer. These updates can happenwhen the player first starts the system or in the background so thatgameplay is not interrupted. Players can also choose to have the systemoverwrite any potential conflicting motion instructions with the updatesif they wish.

Likewise, in the same way that motion instructions are continuallyupdated, the models for allowable ranges of motion is continuallyupdated. So as range models improve over use and time, the details tothese models are also updated in the player systems to improve theplayer's experiences. For example, if an improvement is made in alateral snap where the quarterback can hide the ball for a second andtoss it to a receiver, the original models for this may be crude ormissing from the system so that the motion result is not available tothe player for them to choose, then an update to the system couldprovide the system with the motion result the player wished to associatewith the motion instruction in the first place.

Referring now to FIG. 19, gaming system 1900 includes multiple players,represented as the players 1901 and 1902 receiving and sendinginformation to and from the input/output device 1903 connected to theconsole 1904 connected to a screen 1905 and a network 1906 whereinformation can be shared, retrieved or stored at the server 1907.

In addition to the above, multiple players represented as player 1911and player 1912 send and receive input from the input/output device 1910connected to a console 1908 and a screen 1909 and a network 1906 whereinformation can be shared, retrieved or stored at the server 1907 aswell as interact with multiple players 1901 and 1902 across the network.Likewise, players 1901 and 1902 can interact through the input/outputdevice 1903 with players 1911 and 1912 using their input/output device1910.

In this scenario, if the players 1901, 1902, 1911 and 1912 are playingtogether in the same game, the screen interactions, avatars of theassociated players, including the motion instructions for multipleplayers 1901 and 1902 could appear on the screen 1909 across the networkfor the multiple players 1911 and 1912 to view and interact with, andthe avatars of the other players 1911 and 1912, as well as the motioninstructions, could appear on the screen 1905 which is viewed by players1901 and 1902.

Furthermore, in addition to the described scenarios resulting in acollection of one or more motion or audible instruction sets, the playercould designate the collection as a playbook. The playbook could belongto a team, real or virtual, for example, and could have private orpublic characteristics associated with it. The playbook could be made upof motion instructions and audible instructions. The audibleinstructions could be configured by the player to be heard, for example,by teammates, but not by opponents.

For example, if the team is in a huddle and the quarterback is speakingto the players, the players on the side of the avatar speaking thecommands could hear the information, while the opponents might not. Theaudio level of the quarterback also varies by their loudness level andthe direction in which they are speaking. For example, the audioinformation from the quarterback in the huddle could not be heard by theopposing team members but the commands screamed by the quarterback onthe line of scrimmage could be heard by both player team members but itmight by muffled by the crowd or because the quarterback is shouting inthe opposite direction. The parameters required for the audible commandsto be public or private, for example, could be stored with the audiblecommands so that, when the commands are retrieved, the system would knowthat only certain speakers for certain players, for example, would playthe corresponding sound are that the volume levels would be different onthe corresponding speakers so that they would mimic the player'sposition, audio level, intent, etc.

Likewise, the same could be stated pertaining to the coaches and theirsignals to their players, other coaches, etc. Quarterbacks, for example,could hear their coaches, but not the opposing coaches as well asdetermining their hand signals, etc.

The present invention also lends itself to advertising around thistechnology as well as selling virtual seating, using virtual currency orotherwise, where fans could purchase a seat to get a particular angle onthe game. The better price paid for the seat, the better the angle andaudio quality is presented to them by the system. Player's could alsoopen up private data such as playbooks and audio commands to particularobservers if they desire.

Furthermore, the present invention incentives to become early adoptersto the technology is large due to the ability to promote the particularmotion information creator's name or brand so that later adopters havethe luxury of making use of the existing motion information that theearly adopters created.

Referring now to FIG. 20 and FIG. 21, gaming system 2000 and 2100 showan example of the multiple physical connections of the present inventionincluding the base unit 2001 which includes at least one processor 2002and at least one memory 2003 having at least one learning module 2004and at least one storage unit 2005 connected to at least one feedbacksystem 2007, having at least one camera 2008, microphone 2009, andoptionally one or more motion detectors 2010, speakers 2011 and locationunits 2012, and at least one display 2006, alternatively, a projector2013 optionally having a lens adapter 2014 or multiple projectors 2013without a lens adapter 2014. The gaming system 2000 optionally connectedby a connection 2015 to a wired or wireless network 2016 via connectorA, connected to FIG. 21 using connector A′ connected using a connection2101 to at least one base system 2102 which includes at least oneprocessor 2103 and at least one memory 2104 having at least one learningmodule 2105 and at least one storage unit 2106 connected to at least onefeedback system 2110, having at least one camera 2111, microphone 2112,and optionally one or more motion detectors 2113, speakers 2114 andlocation units 2115, and at least one display 2107, alternatively, aprojector 2108 optionally having a lens adapter 2109 or multipleprojectors 2108 without a lens adapter 2109.

In one embodiment, a controller-less gaming system comprises a basesystem including at least one processor and memory, and a learningmodule, a feedback system including at least one: camera, microphone,and motion detector, wherein the feedback system is communicativelycoupled to the base system, a display communicatively coupled to thebase system, and a storage unit communicatively coupled to the basesystem, wherein the feedback system receives input from at least one ofthe camera, the microphone, and the motion detector, and sends the inputto the base system, wherein the base system compares the input to otherinput in the storage unit and if the comparison produces anon-satisfactory result: the base system chooses a closest result to theinput if the closest result is above or equal to a threshold anddisplays the closest result or the base system chooses a default resultto the input if the closest result is below the threshold and displaysthe default result, and if the closest result or the default result isnot an intended result, the base system receives an adjusted input fromthe feedback system and displays a result of the adjusted input on thedisplay. The input and the other input include at least one of: anglesof a body and body part, movement of the body and the body part,direction of the body and the body part, speed of the body and the bodypart, audio from the body or the body part, biometric information thebody or the body part, items attached to the body or the body part, oritems supporting the body or the body part.

The base system stores the adjusted input result as another one of theclosest result in the storage unit, displays the closest result when itreceives another adjusted input result without an adjusted input fromthe feedback system, displays the closest result and the adjusted inputresult and provides an intended action associated with the closestresult and an intended action associated with the adjusted input result.The base system is communicatively coupled to at least one of: aplurality of network connections, a remote storage unit, a projectionsystem, a projection system using a lens adapter, a feedback system, afeedback system using one or a plurality of speakers, a feedback systemhaving a location unit, a base system, a display, a curved display, acurved display with an overhead component, a wired display, a wirelessdisplay, a local display, a remote display, a wired connection, awireless connection, an air cannon or a storage unit.

At least one person (which may be a player or a spectator or both atvarying times during the game) is present locally with the base systemor present remotely from the base system.

The current invention provides a number of solutions including: Acontroller-less gaming system, comprising: a base system including atleast one processor and memory, and a learning module; a feedback systemincluding at least one: camera, microphone, and motion detector, whereinthe feedback system is communicatively coupled to the base system; adisplay communicatively coupled to the base system; and a storage unitcommunicatively coupled to the base system; wherein the feedback systemreceives input from at least one of the camera, the microphone, and themotion detector, and sends the input to the base system; wherein thebase system compares the input to other input in the storage unit and ifthe comparison produces a non-satisfactory result: the base systemchooses a closest result to the input if the closest result is above orequal to a threshold and displays the closest result; or the base systemchooses a default result to the input if the closest result is below thethreshold and displays the default result; and if the closest result orthe default result is not an intended result, the base system receivesan adjusted input from the feedback system and displays a result of theadjusted input on the display. The base system stores the adjusted inputresult as another one of the closest result in the storage unit, thebase system displays the closest result when it receives anotheradjusted input result without an adjusted input from the feedbacksystem, the base system displays the closest result and the adjustedinput result and provides an intended action associated with the closestresult and an intended action associated with the adjusted input result,the base system is communicatively coupled to at least one of: aplurality of network connections; a remote storage unit; a projectionsystem; a projection system using a lens adapter; a feedback system; afeedback system using one or a plurality of speakers; a feedback systemhaving a location unit; a base system; a display; a curved display; acurved display with an overhead component; a wired display; a wirelessdisplay; a local display; a remote display; a wired connection; awireless connection; an air cannon; or a storage unit. At least oneperson is: present locally with the base system; or present remotelyfrom the base system. The input and the other input include at least oneof: angles of a body or a body part; movement of the body or the bodypart; direction of the body or the body part; speed of the body or thebody part; audio from the body or the body part; biometric informationthe body or the body part; items attached to the body or the body part;or items supporting the body or the body part.

We claim:
 1. A method of producing a content data projection, the methodcomprising: receiving by a model generation component an indicator of adisplay type; selecting by the model generation component based on theindicator, a multi-facet game process option from a single facet gameprocess option and a multi-facet game process option; generating imageframes for the content data projection by the multi-facet game processoption; passing the image frames to a projector; transmitting light andimage data corresponding to the image frames from the projector througha lens adapter fitted onto the projector; transmitting the light andimage data from the lens adapter onto a plurality of facets connected tothe lens adapter; and projecting the content data from the plurality offacets onto a receiving screen at a plurality of angles to displaycontent data viewable by a user.
 2. The method of claim 1, whereintransmitting the light and image data through the lens adapter comprisestransmitting the light and image data through an optical lens.
 3. Themethod of claim 1, wherein transmitting the light and image data ontothe plurality of facets comprises transmitting the light and image dataonto eight facets.
 4. The method of claim 1, wherein transmitting thelight and image data onto the plurality of facets comprises transmittingthe light and image data onto facets constructed of at least one ofglass, mirrors, plastic and metal.
 5. The method of claim 1, wherein theprojecting the content data onto a receiving screen at a plurality ofangles to display content data viewable by a user comprises projectingthe content data onto a plurality of viewing display devices whichtogether produce a viewing angle arc extending between 120 degrees and180 degrees.
 6. The method of claim 1, wherein the projected displaycontent comprises video game images displayed to a user actively playinga video game.
 7. The method of claim 6, further comprising: receivingfeedback from the user via the user's game playing motions; and changingthe display content data based on the feedback.
 8. An apparatusconfigured to produce a content data projection, the apparatuscomprising: a model generation component configured to: receive anindicator of a display type; select, based on the indicator, amulti-facet game process option from a single facet game process optionand a multi-facet game process option; generate image frames for thecontent data projection by the multi-facet game process option; and passthe image frames projector; a projector configured to project a videosignal; a projector video adapter lens connected to the projectorcomprising a lens connector fitted onto the projector, and lens filter,an upper facet set comprising a plurality of upper facets, and a lowerfacet set comprising a plurality of lower facets, wherein the upperfacet and the lower facet are configured to emit the video signal;wherein the projector is configured to transmit light and image datacorresponding to the image frames through the lens adapter, and transmitthe light and image data onto at least one of the upper facet set andthe lower facet set and thence onto a receiving screen at a plurality ofangles to display content data viewable by a user.
 9. The apparatus ofclaim 8, wherein the lens adapter comprises an optical lens.
 10. Theapparatus of claim 8, wherein the lower facet set and the upper facetset together include eight facets.
 11. The apparatus of claim 8, whereinthe lower facet set and the upper facet set are constructed of at leastone of glass, mirrors, plastic and metal.
 12. The apparatus of claim 8,wherein the projector produces a viewing angle arc extending between 120degrees and 180 degrees.
 13. The apparatus of claim 8, wherein theprojected display content comprises video game images displayed to auser actively playing the video game.
 14. The apparatus of claim 8,further comprising: a receiver configured to receive feedback from theuser via the user's game playing motions, and change the display contentdata based on the feedback.
 15. A non-transitory computer readablestorage medium comprising instructions that when executed cause aprocessor to perform: receiving an indicator of a display type;selecting, based on the indicator, a multi-facet game process optionfrom a single facet game process option and a multi-facet game processoption; generating image frames for the content data projection by themulti-facet game process option; passing the image frames to aprojector; transmitting light and image data corresponding to the imageframes through a lens adapter fitted onto the projector; transmittingthe light and image data from the lens adapter onto a plurality offacets connected to the lens adapter; and projecting the content datafrom the plurality of facets onto a receiving screen at a plurality ofangles to display content data viewable by a user.
 16. Thenon-transitory computer readable storage medium of claim 15, whereintransmitting the light and image data through the lens adapter comprisestransmitting the light and image data through an optical lens.
 17. Thenon-transitory computer readable storage medium of claim 15, whereintransmitting the light and image data onto the plurality of facetscomprises transmitting the light and image data onto eight facets. 18.The non-transitory computer readable storage medium of claim 15, whereintransmitting the light and image data onto the plurality of facetscomprises transmitting the light and image data onto facets constructedof at least one of glass, mirrors, plastic and metal.
 19. Thenon-transitory computer readable storage medium of claim 15, wherein theprojecting the content data onto a receiving screen at a plurality ofangles to display content data viewable by a user comprises projectingthe content data onto a plurality of viewing display devices whichtogether produce a viewing angle arc extending between 120 degrees and180 degrees.
 20. The non-transitory computer readable storage medium ofclaim 15, wherein the processor is further configured to perform:receiving feedback from the user via the user's game playing motions;and changing the display content data based on the feedback.